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RiV-

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1

Wednesday, July 13th 2011, 3:11am

OGame Redesign: Easy Transport

  • Info: Provides links to easily transport the resources needed for a building/research
  • Author: RiV-
  • Website: http://userscripts.org/scripts/show/106689
  • Support: http://userscripts.org/scripts/discuss/106689
    http://board.ogame.de/board497-fandom/bo…easy-transport/
    http://board.ogame.org/board684-ogame-or…easy-transport/
  • Download: http://userscripts.org/scripts/source/106689.user.js
  • Screenshot:





  • Browser: Firefox + Greasemonkey, Chrome + Tampermonkey, Opera
  • Languages: English and German


    Easy Transport provides features to easily transport the needed resources for buildings or researches. On every detail page of a building or research are links added which allow the user to add said building, i.e. the needed resources (all or only the missing), to a queue in order to transport the needed resources from one or more planets or moons to the target.

    The script memorizes the coordinates and the (remaining) resources, chooses the needed cargoes and fills in the coordinates and resources automatically. If the needed resources can't be sent all at once, the script allows the user to realize partial deliveries, while the script assumes any calculations.

    Different transport tasks with the same target can be merged together.

    Since the script considers the Deuterium consumption, you have to visit the research page once, so the script can read the levels of your drives.

    Supported Browsers
    Firefox + Greasemonkey/Scriptish | Chrome + Tampermonkey | Opera

This post has been edited 5 times, last edit by "RiV-" (Aug 13th 2012, 4:49am)


8arlock

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2

Thursday, July 14th 2011, 11:21am

Nice script :)
I have replaced code:

Source code

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if(uni ==  "uni50de") Sp = 2;
if(uni ==  "uni60de") Sp = 2;
if(uni ==  "uni70de") Sp = 2;
if(uni ==  "uni105de") Sp = 4;
if(uni ==  "uni106de") Sp = 2;
if(uni ==  "uni111de") Sp = 2;
if(uni ==  "uni30org") Sp = 2;
if(uni ==  "uni35org") Sp = 5;
if(uni ==  "uni40org") Sp = 2;
if(uni ==  "uni42org") Sp = 2;
if(uni ==  "uni105org") Sp = 4;
if(uni ==  "uni110org") Sp = 2;

on

Source code

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        switch (uni ) {
            case  "uni50de" :
            case   "uni60de" :
            case   "uni70de" :
            case   "uni106de" :
            case   "uni111de" :
            case   "uni30org" :
            case   "uni40org" :
            case   "uni42org" :
            case   "uni110org" :
               Sp = 2;
               break;
            case   "uni105de" :
            case   "uni105org" :
               Sp = 4;
               break;
            case   "uni35org" :
               Sp = 5;
               break;
            default: 
               Sp = 1;
        }

and look at the scripts bontchev (http://userscripts.org/scripts/review/94540 http://userscripts.org/scripts/review/79700) conformance between the numbers and names of the universes.
He has already offered to help you to identify the moon or planet ;)
I stop working on the same script and was ready to join its adaptation to ogame.ru ^^

RiV-

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3

Thursday, July 14th 2011, 12:41pm

Oh yeah that's a lot better :) I did it with switch first but didn't know you can assign one order for more cases. Thanks for that :)

And for what exactly do I need the universe names? Isn't the number always displayed in the URL?

Thanks for the positive feedback and your help :)

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4

Thursday, July 14th 2011, 2:41pm

And for what exactly do I need the universe names? Isn't the number always displayed in the URL?

If you enter the game through ogame.xx you get a link like uni888.ogame.xx.
If you enter the game through gameforge.com or board.ogame.xx you get a link like name_of_uni.ogame.xx. for the universe, such as andromeda, barym, capella, etc.: andromeda.ogame.xx, barym.ogame.xx, capella.ogame.xx etc.

RiV-

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5

Thursday, July 14th 2011, 2:46pm

Thanks, I didn't know that. Will implement it asap.

RiV-

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6

Thursday, July 14th 2011, 5:10pm

UPDATE: 14.07.11 v1.1
- Moons and Planets are now differentiated
- Code optimizations
- Minor bugfixes

7

Thursday, July 14th 2011, 5:59pm

This is exactly what I've been wanting. Thanks. :D
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Eleria

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8

Sunday, July 24th 2011, 7:55pm

i've tested your script now, and maybe i habe a good idea ^^

first: your script works fine and look good
second (my idea): it is only able to plan one building yet. my wish is, to plan more than one buildings/... because, i (or someone else) could make a plan which building should be build next, if there are more things to do, the gamer could reserve more than one "flight"

you know what i mean?
OGame-Script developer from march to july 2007
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RiV-

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9

Sunday, July 24th 2011, 11:29pm

As a queue or add all costs of the selected buildings together and transport them at once? Latter would be used for a new colony for example.

10

Monday, July 25th 2011, 1:30am

omg that would be awesome... no more calc.exe :P

Eleria

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11

Monday, July 25th 2011, 6:12am

As a queue or add all costs of the selected buildings together and transport them at once? Latter would be used for a new colony for example.

as a queue

edit: reason for queue (more buildings on different planets/moons)
edit: another reason for queue (you can send one building from one moon/planet and another building on the same target-planet/moon from another planet/moon)
OGame-Script developer from march to july 2007
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This post has been edited 2 times, last edit by "Eleria" (Jul 25th 2011, 9:35am)


benneb

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12

Monday, July 25th 2011, 4:34pm

This tools is tolerated.

RiV-

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13

Thursday, July 28th 2011, 12:21am

ToDo list:
- Compatibility to other browsers
- Option to transport needed ressources for levels x to y
- A queue for more than one transports
- Choice between LC and SC
- Option to send the needed ressources from seperate planets

8arlock

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14

Sunday, July 31st 2011, 8:14pm

- Compatibility to other browsers

such as opera, first you need to modify code

Source code

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(function() 
{
...
your code
...
}) ()

and

Source code

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	function setValue(name, value) {
		GM_setValue(name + '|' + uni, JSON.stringify(value));
	}

	function getValue(name, defaultValue) {
		var val = GM_getValue(name + '|' + uni);
		if(val == undefined) return defaultValue;
		return JSON.parse(val);
	}

Because the opera GM_getValue returns string instead of boolean or integer.

15

Sunday, July 31st 2011, 8:50pm

you dont need the function dont you? thought it was only to get your own namespace (which you should because otherwise stupid things may happen)

RiV-

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16

Sunday, July 31st 2011, 9:30pm

Thanks 8arlock, I will have a look :)

you dont need the function dont you? thought it was only to get your own namespace (which you should because otherwise stupid things may happen)

Which function do you mean?

17

Sunday, July 31st 2011, 10:24pm

Source code

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(function() 
{
...
your code
...
}) ()


this here...

8arlock

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18

Monday, August 1st 2011, 2:55pm

you dont need the function dont you? thought it was only to get your own namespace (which you should because otherwise stupid things may happen)

If you do not use the function, the opera is not possible to send any fleet due to glitches on the page of the fleet :crazy:
You can still "return" to complete the script. Also helps with bugs ^^

And RiV- use

Source code

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if(unsafe.resourceTickerMetal ["production"] == 0) moon = true;


This is work on Opera11.50 and Opera-mobile ogame_redesign_easy_tran.user.txt

RiV-

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Monday, August 1st 2011, 6:57pm

I removed the unsafeWindow method completely and used this instead:

Source code

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var isMoon = false;
var tickerProduction = document.getElementsByTagName('script');
for(var i = tickerProduction.length - 1; i > 0; i = i-1) {
	if(tickerProduction[i].text.search(/var resourceTickerMetal =/) > -1) {
		isMoon = tickerProduction[i].text.split('production:')[1];
		isMoon = isMoon.split(',')[0];
		isMoon = (parseFloat(isMoon) > 0) ? false : true;
		break;
	}
}


Thank you for your help :)

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20

Tuesday, August 2nd 2011, 10:46pm

Very nice script, thx. Shared it with other people and they liked it.
I have one suggestion of improvement, add feature to automatically include recources for the necessary amount of SS need for the mine.

RiV-

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Tuesday, August 2nd 2011, 10:58pm

Can you explain that a bit? What does SS stand for?

Eleria

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Wednesday, August 3rd 2011, 12:02am

he means the ressources for the correct amount of missing solar sats (energy) for mines
so you can transport in one flight the ressources of the mine and the ressources for solar sats
OGame-Script developer from march to july 2007
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Taro

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23

Wednesday, August 3rd 2011, 2:11am

he means the ressources for the correct amount of missing solar sats (energy) for mines
so you can transport in one flight the ressources of the mine and the ressources for solar sats

Yes, Eleria explained my idea.

RiV-

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24

Sunday, August 28th 2011, 5:48am

New version uploaded :)
http://userscripts.org/scripts/source/106689.user.js

Changes:
- Added queue functionality
- Improved usability
- Added tooltips with information on the fleets page
- Added partial deliveries
- Option to choose between SCs and LCs



Please let me know if there are bugs or errors (and I'm sure there are)

@8arlock
Opera still doesn't like my script. Can you please have a look?

@Taro
Added to my todo list :)

Eleria

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Sunday, August 28th 2011, 8:10pm

Problem with Version 1.3b

If Antigame is active the tooltip does not work ;( (and it's not important in which order the scripts were run)
It shows only the simple/normal title-attribute

If you could make it compatible it would be fine, or i would write those problem in the antigame-thread ^^
It's not a must, to fix that ... it's a wish (make compatible)
OGame-Script developer from march to july 2007
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RiV-

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26

Sunday, August 28th 2011, 9:18pm

I do not experience this problem with Antigame. Are you sure that not another script/addon is causing it?
Also: are you using Chrome or FF?

So far I know of one issue with the tooltips: If you click on 'all' or 'missing', i.e. add a building/research to the queue, the output gets refreshed and the tooltips are not shown.

8arlock

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Monday, August 29th 2011, 9:04am

If Antigame is active the tooltip does not work ;( (and it's not important in which order the scripts were run)
It shows only the simple/normal title-attribute

Uncheck in Antigame 'Kill tooltips'.

@8arlock
Opera still doesn't like my script. Can you please have a look?


At first sight everything works.
Maybe the line for which lacks the resources to provide the color?

This post has been edited 1 times, last edit by "8arlock" (Aug 29th 2011, 11:36am) with the following reason: look in opera


Eleria

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Monday, August 29th 2011, 12:42pm

Unchecking tooltips in antigame make the whole script work perfectly as it should ... THX
OGame-Script developer from march to july 2007
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RiV-

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29

Tuesday, August 30th 2011, 10:59pm

8arlock, this is what I get in Opera:

Source code

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[30.08.2011 22:56:21] JavaScript - ogame_redesign_easy_tran.user.js
Greasemonkey JS compilation
Syntax error at line 614 :
	}
	^
expected '}', got <end of file>


But an user in the ogame.org board posted that it's working for him.

8arlock

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30

Wednesday, August 31st 2011, 12:51pm

I have no this error. I have another err, in opera (dragonfly error console):

Quoted

http://barym.ogame.ru/game/index.php?page=fleet3&session=1b3a4f9ce7f6
Uncaught exception: Error: WRONG_ARGUMENTS_ERR

Error thrown at line 522, column 2 in showLink(evt) in ogame_redesign_easy_tran.user.js:
if(transportBuild.length > 0)
called from line 486, column 2 in deleteTransport(e) in ogame_redesign_easy_tran.user.js:
showLink('change');

I do not see the error "Greasemonkey JS compilation".

PS

Quoted

About Opera
Version information
Version
11.50

Build
1074

Platform
Win32

System
Windows Vista

XHTML+Voice
Plug-in not loaded

Browser identification

Opera/9.80 (Windows NT 6.0; U; Edition United States Local; en) Presto/2.9.168 Version/11.50

RiV-

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31

Thursday, September 1st 2011, 4:57am

I don't understand it, this guy says it's working perfectly fine on Opera:
http://board.ogame.org/board684-ogame-or…tml#post9078569

//edit: If I remove the "(function() { .... ] ()" the script works for me :/ But I still don't get it.

32

Thursday, September 1st 2011, 8:21pm

yeah but if you remove the anonymous function than you will be in the global namespace and your variables might change while your code is executed by an external source which may corrupt your code so you should use this construct everytime!

RiV-

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33

Sunday, September 4th 2011, 3:17pm

New version uploaded with a small change.
http://userscripts.org/scripts/show/106689

Change:
- Added total needed resources under the table

Eleria

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34

Tuesday, September 6th 2011, 2:44pm

Because of having all planets in the same galaxy and within few systems i wish displaying the planetnames next/before/above/under the coords ^^ (maybe with smaller font)

edit: or a tooltip with the planetname when mouseover the coordinates
OGame-Script developer from march to july 2007
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35

Monday, October 3rd 2011, 6:48am

Minor issue, when sending from a moon to its planet (or vice versa), it does not add an extra cargo for the fuel.

Sure the amount of resources left behind is very low, but still, if it adds cargos for other flights, why not this?

Still this is a great tool, thanks much. :)
Mod @ OGame.org - Bugs & Complaints and Suggestions

RiV-

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36

Monday, October 3rd 2011, 4:40pm

I already noticed that, seems that it doesn't calculate the deut consumption exactly. I'll have a look at it.

Thanks for reporting it though.

Eleria

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37

Thursday, October 20th 2011, 9:18pm

Since OGame load all pictures from extern Servers (faster loading) all URL's have changed.

That's the reason why Easy-Transport can't read the resources of buildings/.....

Bugfix -> edit script -> function "getBuildingInfo" ->
Line 291 ->

Source code

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resType = resType.match(/geo.gfsrv.net\/.+\/(.+).gif/);

Line 299 ->

Source code

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if(resType == 'ccdb3fc0cb8f7b4fc8633f5f5eaa86') res[2] = resValue;

Line 300 ->

Source code

1
if(resType == '452d7fd11d754e0f09ec2b2350e063') res[3] = resValue;

Line 301 ->

Source code

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if(resType == 'e37d45b77518ddf8bbccd5e772a395') res[4] = resValue;



Edit 21.10.2011: RiV- updated with repaired version 1.3e. Look up: http://userscripts.org/scripts/show/106689
OGame-Script developer from march to july 2007
userscripts compatible with OGame v. 5.1.0.x

This post has been edited 1 times, last edit by "Eleria" (Oct 21st 2011, 7:32pm)


RiV-

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38

Friday, October 21st 2011, 11:18pm

Thanks Eleria.

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39

Saturday, October 22nd 2011, 6:37am

Not working in 690 for me. Shows 0 resources needed.

< -- OGame Orgin Supporter -- >

Eleria

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40

Saturday, October 22nd 2011, 9:16am

that's because images are load from the same ressources as bevore the change of easy-transport
but in live ogame universe the problem is, that images are loaded from extern servers to avoid faster loading of pages (more different server-sources mean more different ports and more simultanly download, on each port it's only available to load one thing at once .... but more ports means more download ^^)

mhhh, i'll ask for the reason why live-ogame universe load from extern servers and test-universe DON'T LOAD from extern .....
OGame-Script developer from march to july 2007
userscripts compatible with OGame v. 5.1.0.x